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Rawhead

This slim figure’s proportions are wrong, and its disturbingly long arms end in claws, save for an oversized, boneless index finger.

Rawhead CR 14

Source Bestiary 6 pg. 241
XP 38,400
NE Medium monstrous humanoid
Init +10; Senses darkvision 60 ft., see in darkness; Perception +24
Aura frightful presence (120 ft., DC 23)

Defense

AC 29, touch 17, flat-footed 22 (+4 armor, +6 Dex, +1 dodge, +8 natural)
hp 200 (16d10+112)
Fort +12, Ref +16, Will +15
Defensive Abilities blur, freedom of movement, negative energy affinity; DR 15/good and silver; Immune bleed, fear; SR 25

Offense

Speed 40 ft., air walk
Melee bite +23 (1d6+7), 2 claws +23 (1d4+7 plus 1d4 Cha damage)
Special Attacks create bloody bones, sneak attack +3d6
Spell-Like Abilities (CL 14th; concentration +19)
Constant—air walk, blur, freedom of movement
At will—command undead (DC 17), suggestion (DC 18)
3/day—clairaudience/clairvoyance, deeper darkness, hold person (DC 19), phantasmal killer (DC 19)
1/day—gaseous form, greater scrying (DC 22), shadow walk

Statistics

Str 24, Dex 23, Con 24, Int 18, Wis 21, Cha 21
Base Atk +16; CMB +23; CMD 40
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Feint, Improved Feint, Improved Initiative, Mobility, Skill Focus (Stealth)
Skills Acrobatics +22, Bluff +21, Intimidate +24, Knowledge (local, religion) +12, Perception +24, Sense Motive +21, Stealth +31, Survival +24
Languages Abyssal, Aklo, Common, Infernal
SQ bloody bones mastery, hidden terror

Ecology

Environment any land
Organization solitary or terror (1 rawhead plus 3–6 bloody bones)
Treasure double (+2 leather armor, other treasure)

Special Abilities

Bloody Bones Mastery (Su) A rawhead can sense the direction and condition of all bloody bones within a 1-mile radius. This functions as if via a status spell (even though undead normally cannot be affected by this spell).
Charisma Damage (Su) A rawhead’s tentacle fingers strip away flesh and emotion alike, dealing 1d4 points of Charisma damage on every hit with its claw attack (Will DC 23 negates). The save DC is Charisma-based.
Create Bloody Bones (Su) A rawhead can create a bloody bones from a Small or Medium helpless, living humanoid. As a full round action, the rawhead extends its finger tentacle to pierce the creature’s flesh, ensnares its bones, and attempts to rip the creature’s skeleton free. This deals 10d6 points of damage to the victim. If the victim is helpless as a result of Charisma damage, it takes 10d8 points of damage from this attack instead. If this damage is enough to reduce the creature’s hit points below 0, it is instantly slain as its skeleton is extracted from its body. The skeleton immediately animates as a bloody bones (see page 49) under the rawhead’s control. This is a death effect.
Hidden Terror (Ex) A rawhead can activate its frightful presence ability as a swift action, and can affect creatures that are unaware of its presence or aren’t within line of sight.

Description

Some believe rawheads to be nothing more than figments from scary stories, typically associated with the childhood terror known as bloody bones (see page 49). But others know rawheads to be all too real and live in fear of attracting their attention.

A rawhead stands almost 7 feet tall and weighs 200 pounds.